/*
 * Copyright (C) 2006, 2007 Eric Seidel <eric@webkit.org>
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public License
 * along with this library; see the file COPYING.LIB.  If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 */

#include "flutter/sky/engine/platform/graphics/PathTraversalState.h"

#include "flutter/sky/engine/wtf/MathExtras.h"
#include "flutter/sky/engine/wtf/Vector.h"

namespace blink {

static inline FloatPoint midPoint(const FloatPoint& first,
                                  const FloatPoint& second) {
  return FloatPoint((first.x() + second.x()) / 2.0f,
                    (first.y() + second.y()) / 2.0f);
}

static inline float distanceLine(const FloatPoint& start,
                                 const FloatPoint& end) {
  return sqrtf((end.x() - start.x()) * (end.x() - start.x()) +
               (end.y() - start.y()) * (end.y() - start.y()));
}

struct QuadraticBezier {
  QuadraticBezier() {}
  QuadraticBezier(const FloatPoint& s, const FloatPoint& c, const FloatPoint& e)
      : start(s), control(c), end(e), splitDepth(0) {}

  double magnitudeSquared() const {
    return ((double)(start.dot(start)) + (double)(control.dot(control)) +
            (double)(end.dot(end))) /
           9.0;
  }

  float approximateDistance() const {
    return distanceLine(start, control) + distanceLine(control, end);
  }

  void split(QuadraticBezier& left, QuadraticBezier& right) const {
    left.control = midPoint(start, control);
    right.control = midPoint(control, end);

    FloatPoint leftControlToRightControl =
        midPoint(left.control, right.control);
    left.end = leftControlToRightControl;
    right.start = leftControlToRightControl;

    left.start = start;
    right.end = end;

    left.splitDepth = right.splitDepth = splitDepth + 1;
  }

  FloatPoint start;
  FloatPoint control;
  FloatPoint end;
  unsigned short splitDepth;
};

struct CubicBezier {
  CubicBezier() {}
  CubicBezier(const FloatPoint& s,
              const FloatPoint& c1,
              const FloatPoint& c2,
              const FloatPoint& e)
      : start(s), control1(c1), control2(c2), end(e), splitDepth(0) {}

  double magnitudeSquared() const {
    return ((double)(start.dot(start)) + (double)(control1.dot(control1)) +
            (double)(control2.dot(control2)) + (double)(end.dot(end))) /
           16.0;
  }

  float approximateDistance() const {
    return distanceLine(start, control1) + distanceLine(control1, control2) +
           distanceLine(control2, end);
  }

  void split(CubicBezier& left, CubicBezier& right) const {
    FloatPoint startToControl1 = midPoint(control1, control2);

    left.start = start;
    left.control1 = midPoint(start, control1);
    left.control2 = midPoint(left.control1, startToControl1);

    right.control2 = midPoint(control2, end);
    right.control1 = midPoint(right.control2, startToControl1);
    right.end = end;

    FloatPoint leftControl2ToRightControl1 =
        midPoint(left.control2, right.control1);
    left.end = leftControl2ToRightControl1;
    right.start = leftControl2ToRightControl1;

    left.splitDepth = right.splitDepth = splitDepth + 1;
  }

  FloatPoint start;
  FloatPoint control1;
  FloatPoint control2;
  FloatPoint end;
  unsigned short splitDepth;
};

template <class CurveType>
static float curveLength(PathTraversalState& traversalState, CurveType curve) {
  static const unsigned short curveSplitDepthLimit = 20;
  static const double pathSegmentLengthToleranceSquared = 1.e-16;

  double curveScaleForToleranceSquared = curve.magnitudeSquared();
  if (curveScaleForToleranceSquared < pathSegmentLengthToleranceSquared)
    return 0;

  Vector<CurveType> curveStack;
  curveStack.append(curve);

  float totalLength = 0;
  do {
    float length = curve.approximateDistance();
    double lengthDiscrepancy = length - distanceLine(curve.start, curve.end);
    if ((lengthDiscrepancy * lengthDiscrepancy) /
                curveScaleForToleranceSquared >
            pathSegmentLengthToleranceSquared &&
        curve.splitDepth < curveSplitDepthLimit) {
      CurveType leftCurve;
      CurveType rightCurve;
      curve.split(leftCurve, rightCurve);
      curve = leftCurve;
      curveStack.append(rightCurve);
    } else {
      totalLength += length;
      if (traversalState.m_action ==
              PathTraversalState::TraversalPointAtLength ||
          traversalState.m_action ==
              PathTraversalState::TraversalNormalAngleAtLength) {
        traversalState.m_previous = curve.start;
        traversalState.m_current = curve.end;
        if (traversalState.m_totalLength + totalLength >
            traversalState.m_desiredLength)
          return totalLength;
      }
      curve = curveStack.last();
      curveStack.removeLast();
    }
  } while (!curveStack.isEmpty());

  return totalLength;
}

PathTraversalState::PathTraversalState(PathTraversalAction action)
    : m_action(action),
      m_success(false),
      m_totalLength(0),
      m_segmentIndex(0),
      m_desiredLength(0),
      m_normalAngle(0) {}

float PathTraversalState::closeSubpath() {
  float distance = distanceLine(m_current, m_start);
  m_current = m_start;
  return distance;
}

float PathTraversalState::moveTo(const FloatPoint& point) {
  m_current = m_start = point;
  return 0;
}

float PathTraversalState::lineTo(const FloatPoint& point) {
  float distance = distanceLine(m_current, point);
  m_current = point;
  return distance;
}

float PathTraversalState::quadraticBezierTo(const FloatPoint& newControl,
                                            const FloatPoint& newEnd) {
  float distance = curveLength<QuadraticBezier>(
      *this, QuadraticBezier(m_current, newControl, newEnd));

  if (m_action != TraversalPointAtLength &&
      m_action != TraversalNormalAngleAtLength)
    m_current = newEnd;

  return distance;
}

float PathTraversalState::cubicBezierTo(const FloatPoint& newControl1,
                                        const FloatPoint& newControl2,
                                        const FloatPoint& newEnd) {
  float distance = curveLength<CubicBezier>(
      *this, CubicBezier(m_current, newControl1, newControl2, newEnd));

  if (m_action != TraversalPointAtLength &&
      m_action != TraversalNormalAngleAtLength)
    m_current = newEnd;

  return distance;
}

void PathTraversalState::processSegment() {
  if (m_action == TraversalSegmentAtLength && m_totalLength >= m_desiredLength)
    m_success = true;

  if ((m_action == TraversalPointAtLength ||
       m_action == TraversalNormalAngleAtLength) &&
      m_totalLength >= m_desiredLength) {
    float slope = FloatPoint(m_current - m_previous).slopeAngleRadians();
    if (m_action == TraversalPointAtLength) {
      float offset = m_desiredLength - m_totalLength;
      m_current.move(offset * cosf(slope), offset * sinf(slope));
    } else {
      m_normalAngle = rad2deg(slope);
    }
    m_success = true;
  }
  m_previous = m_current;
}

}  // namespace blink
